Search found 209 matches

by SupplyDepoo
Tue May 09, 2017 5:39 pm
Forum: Duplicates
Topic: [0.15.9] Technology tree not centered on completed research
Replies: 1
Views: 603

[0.15.9] Technology tree not centered on completed research

The technology window doesn't scroll to the active or completed research when you open it anymore.
by SupplyDepoo
Tue May 09, 2017 12:16 am
Forum: Ideas and Suggestions
Topic: No way to place underground belt outputs facing apart
Replies: 17
Views: 4166

Re: No way to place underground belt outputs facing apart

I'm against the idea of being able to achieve certain things with blueprints only and not manually. It would just make it a tedious process to work around the fact that underground belts weren't designed for this purpose, and it isn't what blueprints are meant for. You're asking for yet another hack...
by SupplyDepoo
Mon May 08, 2017 10:23 pm
Forum: Ideas and Suggestions
Topic: No way to place underground belt outputs facing apart
Replies: 17
Views: 4166

Re: No way to place underground belt outputs facing apart

It's not a bug. It's no more a bug than the glitch you're exploiting which is the only reason you noticed this behavior. It's only a bug if you think underground belt lane splitting isn't a bug (and yes, it is a bug, even if it's been grandfathered by the developers). The current behavior is perfect...
by SupplyDepoo
Mon May 08, 2017 9:31 pm
Forum: Ideas and Suggestions
Topic: No way to place underground belt outputs facing apart
Replies: 17
Views: 4166

Re: No way to place underground belt outputs facing apart

it being hack-ish is what's so cool about it though. But it breaking with blueprints in certain situations is not so cool now is it? It's also not so cool that it makes semantically no sense. Just because I want to split a belt lane off I shouldn't need an orphaned underground belt. There should be...
by SupplyDepoo
Mon May 08, 2017 6:05 pm
Forum: Ideas and Suggestions
Topic: Train Length Lookahead Signal
Replies: 16
Views: 5598

Re: Train Length Lookahead Signal

Sounds good to me, but rather than adding a new entity to the game maybe this should be an option in the chain signal GUI? (please don't make it default, though - there are some neat tricks you can do with chain signals and short exit blocks!)
by SupplyDepoo
Mon May 08, 2017 5:53 pm
Forum: Implemented Suggestions
Topic: Need a way to empty out pipes
Replies: 6
Views: 3615

Re: Need a way to empty out pipes

My suggestion is that if two liquids are in the same pipe, they should cancel each other out. That way, whichever liquid there is more of will be the one that is left. It doesn't work like that. There can never be more than one type of fluid in a pipe anyway. The problem is having, e.g. 10 pipes of...
by SupplyDepoo
Mon May 08, 2017 5:33 pm
Forum: Ideas and Suggestions
Topic: No way to place underground belt outputs facing apart
Replies: 17
Views: 4166

Re: No way to place underground belt outputs facing apart

This is why I think underground belt sideloading should be avoided and considered a bug. It's just janky and weird to be repurposing an entity like this that's meant for a completely different mechanic. There should be a dedicated lane splitter entity or some extension to splitters/belts if this use...
by SupplyDepoo
Sat May 06, 2017 2:36 pm
Forum: Won't fix.
Topic: [0.15.9] Turret coverage in unexplored chunks
Replies: 1
Views: 846

[0.15.9] Turret coverage in unexplored chunks

The turret coverage option on the map shows the range of turrets in unexplored/hidden terrain.
by SupplyDepoo
Fri May 05, 2017 9:36 pm
Forum: Ideas and Suggestions
Topic: Active personal construction robots count in inventory
Replies: 1
Views: 1686

Active personal construction robots count in inventory

Construction robots launched from personal roboports should count as being in your inventory. I think this exception should be made because it has a tangible benefit (logistic robots won't bring you extra construction robots every time you use your personal roboports) and no practical downsides that...
by SupplyDepoo
Thu May 04, 2017 9:55 pm
Forum: General discussion
Topic: [0.15 experimental] Were my oil patches converted properly?
Replies: 3
Views: 1243

[0.15 experimental] Were my oil patches converted properly?

Just wondering if it's intended that my existing oil wells were changed from 0.1/s to 0.5/s when I updated to 0.15. I expected at least 1/s since I thought the whole point of multiplying all fluid values by 10 was to eliminate fractions (I'm still seeing fractions on tanks and pipes as well). It see...
by SupplyDepoo
Thu May 04, 2017 9:06 am
Forum: Not a bug
Topic: [0.15.6] Logistic conditions on belts lack virtual signals
Replies: 3
Views: 810

Re: [0.15.6] Logistic conditions on belts lack virtual signals

There are no virtual signals for logistic networks. Those are for circuit networks only. Unless you're using a mod that adds virtual signals?
by SupplyDepoo
Wed May 03, 2017 10:51 am
Forum: Ideas and Suggestions
Topic: Personal construction robots leave w/ construction materials
Replies: 4
Views: 1503

Personal construction robots leave w/ construction materials

Construction robots launched from a personal roboport should already have the materials needed to build/repair. I don't see a reason against this. It's just a little annoying having to stop for those bots all the time.
by SupplyDepoo
Tue May 02, 2017 6:58 pm
Forum: Ideas and Suggestions
Topic: Falloff distance in addition to or as part of volume slider
Replies: 3
Views: 843

Re: Falloff distance in addition to or as part of volume slider

One little thing I keep finding myself wondering whenever I get my mind turned to the subject of positional audio in a 2D game: Which plane do you position the sound sources on? Do you put them on the X-Y plane to match the screen, or the X-Z plane to match where the character is moving around? X-Y...
by SupplyDepoo
Mon May 01, 2017 7:04 pm
Forum: Ideas and Suggestions
Topic: Falloff distance in addition to or as part of volume slider
Replies: 3
Views: 843

Falloff distance in addition to or as part of volume slider

I think there should be a way to adjust the max distance of the programmable speaker. The range is too big right now IMO. Merely adjusting the volume doesn't really help, since I can still hear the sound, albeit not as loudly, from about half the screen distance away at the farthest zoom level. It's...
by SupplyDepoo
Mon May 01, 2017 4:35 pm
Forum: Outdated/Not implemented
Topic: Circuit connection point that matters
Replies: 5
Views: 1730

Re: Circuit connection point that matters

Nah, this would break designs when rotated/mirrored.
by SupplyDepoo
Sun Apr 30, 2017 5:22 pm
Forum: Pending
Topic: [0.15.5] Right-clicking on a blueprint book clears active BP
Replies: 3
Views: 941

Re: [0.15.5] Right-clicking on a blueprint book clears active BP

Nope, I knew that already (over 450+ hours played) and I definitely was not holding shift.
by SupplyDepoo
Sun Apr 30, 2017 5:14 pm
Forum: Ideas and Suggestions
Topic: Make blueprints fully 'out-of-world' feature
Replies: 14
Views: 4255

Make blueprints fully 'out-of-world' feature

I feel like blueprints are in an awkward in-between spot right now - partially in-world items (like circuit wire), partially a tool / playing aid (like pipette). You can create and manage blueprints for free, but you can also still carry them in your inventory. But what is the point of them still be...
by SupplyDepoo
Sun Apr 30, 2017 4:42 pm
Forum: Pending
Topic: [0.15.5] Right-clicking on a blueprint book clears active BP
Replies: 3
Views: 941

[0.15.5] Right-clicking on a blueprint book clears active BP

Hey, so I was just going through my blueprints that I created before 0.15 and adding the best ones to the new blueprint library. After moving each blueprint from my blueprint book to the blueprint library, it ended up in my inventory so I had to move it back into the blueprint book (a little tedious...
by SupplyDepoo
Sat Apr 29, 2017 5:16 pm
Forum: Not a bug
Topic: [15.0] Follower robot count 7 research missing
Replies: 5
Views: 1965

Re: [15.0] Follower robot count 7 research missing

This may not be a bug in the code, but it certainly seems like an error in the research definitions. See this album: http://imgur.com/a/Ys6Db (the last image shows the inconsistency) Also (possibly related): Mining productivity researches show up like 1–3, 4–7, etc , but after you've researched them...
by SupplyDepoo
Sat Apr 29, 2017 4:13 pm
Forum: Resolved Problems and Bugs
Topic: Stack Split Interaction with Click-Drag-Shift-Rightclick
Replies: 3
Views: 5467

Re: Stack Split Interaction with Click-Drag-Shift-Rightclick

Honestly it wasn't that bad that the last item was remaining. It's easy to just ctrl+left-click if it bothers you. Now we have a worse problem. If you keep dragging over machines with no more items, it picks up ALL of the items in that machine and puts them in your inventory. That's the exact opposi...

Go to advanced search